feat: Refactor color handling in NoGameDataScreen to utilize centralized color palette from WolfMenuPalette

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-24 15:01:16 +01:00
parent 62dca47d1d
commit ccc23e728c
2 changed files with 58 additions and 55 deletions
@@ -66,6 +66,25 @@ abstract class WolfMenuPalette {
static int get headerTextIndex => _cachedHeaderTextIndex ??=
ColorPalette.findClosestPaletteIndex(_headerTargetRgb);
/// Standard ARGB colors (`0xAARRGGBB`) for UI consumers.
static int get backgroundColor =>
ColorPalette.argbFromVgaIndex(backgroundIndex);
static int get panelColor => ColorPalette.argbFromVgaIndex(panelIndex);
static int get borderColor => ColorPalette.argbFromVgaIndex(borderIndex);
static int get titleColor => ColorPalette.argbFromVgaIndex(headerTextIndex);
static int get bodyColor =>
ColorPalette.argbFromVgaIndex(unselectedTextIndex);
static int get emphasisColor => ColorPalette.argbFromVgaIndex(emphasisIndex);
static int get warningColor => ColorPalette.argbFromVgaIndex(warningIndex);
static int get mutedColor => ColorPalette.argbFromVgaIndex(mutedIndex);
static int get selectedTextColor => ColorPalette.vga32Bit[selectedTextIndex];
static int get unselectedTextColor =>